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Post by babypoppy on Jun 4, 2019 6:08:05 GMT -5
Is Sharpshooter any good on Storm Spectre?
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 4, 2019 8:02:09 GMT -5
Is Sharpshooter any good on Storm Spectre? Considering how awesome it is on bots with halo etc I’m sure it’s really really good.
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Post by bayscout on Jun 4, 2019 14:19:14 GMT -5
Could you please consider making this a sticky? Or do something else to make it easy to reference? Thanks for the great work Ⓑⓞⓑ ⒹⓨⓛⓐⓝPoopface Tagging you here in case Mr. Dylan is too modest to Sticky his own work.
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Post by Poopface on Jun 4, 2019 15:04:54 GMT -5
Could you please consider making this a sticky? Or do something else to make it easy to reference? Thanks for the great work Ⓑⓞⓑ ⒹⓨⓛⓐⓝPoopface Tagging you here in case Mr. Dylan is too modest to Sticky his own work. When I get home (if I don’t get distracted) I’ll handle it.
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Post by orionpax on Jun 11, 2019 3:39:49 GMT -5
What skills would you run on a fenrir? I got the tough guy as my first.
Is the physical shield buff worth it on the Tyr. Had a game with Bobby Digital last night on the snow map. Running a Tyr lvl 7 with lvl9 pulsars and lvl 7 marquees. That thing lasted almost the whole game. Pretty fun bot. Run lock down and melt at 600m.
I’m just not sure what to do with my fenrir. Any help would be appreciated. Thnx
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Post by icyfire on Jun 18, 2019 4:56:52 GMT -5
Great post. There's another skill available but i can't confirm if its available to all. On the Weyland, there's a skill called.. "Weyland: Weapon damage with active ability". I thought all the bots with pilots have a robot specific "skill" when i saw this. well, i checked my bots with pilots and they didn't have it. just wondering if any other robot has something like that?
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Post by hkang on Jun 30, 2019 11:33:36 GMT -5
Hmm Destroyer gets a really high rating... it isn't that it isn't good, I am just not sure it is better relative to Master Gunsmith. I'd prefer Master Gunsmith. I also like the abilities that discount active module usage. While I have 45k power cells and never bought any with gold, I could see myself draining them with the more expensive modules. This makes it palatable. Great list though. I think the logical next step is for people to come up with a list of what they think is best for each robot individually. This list is a bit too general to be useful beyond just being informational because one robot may benefit a lot from an ability, while another not as much. Like the abilities that give bonuses for capturing beacons would be awesome on a Strider dropped first. That is each team is taking a bunch of beacons and those effects could stack up. But those same abilities would be pretty bad on a Flux Fury, where you'd just want to buff damage. Doesn't max master gunsmith boost the damage by 5%? I just got one for nemesis with a level 5 pilot and it's 2.5% by default. And the damage increases by 0.5% as you level it up.
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Post by Munki on Jul 8, 2019 8:19:00 GMT -5
Bob Dylan, I think you may need to update the original post. For Guidance Operator, you show 33% increase, but these days, it appears to be a 50% increase on any bot I've checked. Given you put a note next to it stating that if 50 to 67%, you would revise your scoring, I'd like to see an update with this in mind. Thanks.
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Post by Munki on Jul 8, 2019 8:21:15 GMT -5
Hmm Destroyer gets a really high rating... it isn't that it isn't good, I am just not sure it is better relative to Master Gunsmith. I'd prefer Master Gunsmith. I also like the abilities that discount active module usage. While I have 45k power cells and never bought any with gold, I could see myself draining them with the more expensive modules. This makes it palatable. Great list though. I think the logical next step is for people to come up with a list of what they think is best for each robot individually. This list is a bit too general to be useful beyond just being informational because one robot may benefit a lot from an ability, while another not as much. Like the abilities that give bonuses for capturing beacons would be awesome on a Strider dropped first. That is each team is taking a bunch of beacons and those effects could stack up. But those same abilities would be pretty bad on a Flux Fury, where you'd just want to buff damage. Doesn't max master gunsmith boost the damage by 5%? I just got one for nemesis with a level 5 pilot and it's 2.5% by default. And the damage increases by 0.5% as you level it up. Master Gunsmith maximum boost is bot specific. On some, I have seen 2.5 where others are 5%. Depends on the bot's overall damage potential given its weapon slots.
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Post by nexushub on Mar 12, 2020 5:32:41 GMT -5
I think the Ghost Lancelot is a neccessary skill if you run a lancelot. I have ran with a factory lance and a ghost walks just a fast as one under boost so you are essentially in boost all the time with this skill.
The lance main problem is it's slow speed and ghost solves that, combine that with road hog and you have a scary nimble lancelot that brings alot of armor and fire power to bear very fast.
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Post by dakarsis on Aug 1, 2020 22:59:47 GMT -5
I saw the comments about Sharpshooter with the shotguns and such, but I am curious about your thoughts on a Molot T with Sharpshooter (30%)? It was my first pilot skill when I first started and I just never got rid of it especially after the same pilot got Molot T Gunsmith.
This is going to sound crazy, but these are on an Ancient Tyr and I do not try to close in too often out of fear of the flamethrowers, so staying back out of their range, healing Titans and lil'bots, taking some shots from distance seemed like a good idea. I also put the Death Mark module on this A. Tyr just to make myself a more annoying support bot you want to hunt down (and boy do they after I help take down a couple Titans with that Death Mark whilst healing my teammates).
It is an odd style to be sure, but as long as the two Molot T skills actually help me push out a decent damage assistance, I don't know what other weapons I want to drop on there (I use Gekkos on the light spots to burn at distance and for shielded foes).
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Post by Oliver Kloesov on Aug 2, 2020 11:00:20 GMT -5
I saw the comments about Sharpshooter with the shotguns and such, but I am curious about your thoughts on a Molot T with Sharpshooter (30%)? It was my first pilot skill when I first started and I just never got rid of it especially after the same pilot got Molot T Gunsmith. This is going to sound crazy, but these are on an Ancient Tyr and I do not try to close in too often out of fear of the flamethrowers, so staying back out of their range, healing Titans and lil'bots, taking some shots from distance seemed like a good idea. I also put the Death Mark module on this A. Tyr just to make myself a more annoying support bot you want to hunt down (and boy do they after I help take down a couple Titans with that Death Mark whilst healing my teammates). It is an odd style to be sure, but as long as the two Molot T skills actually help me push out a decent damage assistance, I don't know what other weapons I want to drop on there (I use Gekkos on the light spots to burn at distance and for shielded foes). I used to really talk-up Molot-Ts with sharpshooter. They def can be cheap fun and I have a Leech/Molot build in my #2 hangar that I bring over to the #1 hangar hear and there. Sharpshooter is worthwhile. Speedshooter, probably. Because I specialize in beacon games Molot-Ts tend to make me beacon-shy and that's not a good thing. Fun though. 800m of lead laser. :-)
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Post by dakarsis on Aug 3, 2020 4:13:55 GMT -5
Fun though. 800m of lead laser. :-) Exactly! And pairs well with the Gekkos. Just recently turned the MK2 corner with the A. Tyr, so still timid-ish. Love the description--lead laser.
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Post by Oliver Kloesov on Aug 3, 2020 7:10:56 GMT -5
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Post by Cyclone Nodens on Jan 28, 2021 9:07:47 GMT -5
Yeah I think the best Falcon build would be Traditionalist, Armor Expert, Tough Guy, Mechanic, Modules Expert, Foolhardy Quartermaster and Master Gunsmith with Cormac de Vos and a Devastator.
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Post by dinnerplain on Nov 20, 2022 8:33:38 GMT -5
any updates on this with the new abilities?
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Post by dinnerplain on Nov 20, 2022 8:55:43 GMT -5
DE vs AE is hard to evaluate because the DE bonus becomes less the more you stack on. This is because of the formula described here: warrobots.fandom.com/wiki/Defense_Points
| Armor Expert
| Defense Expert
| Tier 1
| 6% | 5.75(-5.5%) | Tier 2
| 9% | 10 (-10%)
| Tier 3
| 12% | 15 (-13%)
| Tier 4
| 15% | 20 (-17%)
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If you already had 20 defence points then their tier bonus for defense expert is -3%/-4%-6%/-9%. On Haechi with Amalia (+25 defence), DE would be a waste. Same with Andrey Ksavov, and Clive (but more tricky as ability activation kicks in.)
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